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"Need a rules system and suggestions for Mass Effect campaign" Topic


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Turtle19 Aug 2009 3:22 a.m. PST

I'm starting up a Mass Effect RPG campaign based on the video game RPG of the same name. It's set 1.5 years after the events in the first game.

Problem is, I'm kind of picky about the rules I use. Currently I'm using savage worlds for very specific reasons, of which I'll get into later, but I'm looking for a rules system that offers a bit more than SW, but not too much more.

The reasons why I use SW right now is mainly for time. It's a fast system with less bookkeeping. Stat blocks are small and can be whipped up on the fly. With my schedule, it's a relief to not have to prepare

On the other hand, you lose some depth and a lot of the rules are more wargamey. There's no skill specialization and such. Mass Effect seems like it will need at least some of that.

I'm looking for a system with an emphasis on speed and that more freeform play (smaller stat blocks). Also needs to be somewhat generic. I would like some crunch and structure to the game.

Systems I've looked at so far are: Cortex System which is one of the lead contenders except that I don't have the book yet and don't like how MWP botched and then rushed out the Serenity RPG

GURPS – I tried it a while back and just don't like the feel of the system, and how every untrained skill check had a different modifier.

Warrenss219 Aug 2009 4:11 a.m. PST

This might work for you, but it is different.
Mythic – link
It says you can do a game without any preparation or a GM. I'm reading them now and really like their ideas.

I ran a pulp RPG for 2.5 years using Fudge. Free off the net, but I liked the game so much I got the hardback book.
fudgerpg.com/fudge.html
Downloadable rules are in the column on the right.

SW is a great game, but it is about as far as I'd go into the crunchy zone.

Tgerritsen Supporting Member of TMP19 Aug 2009 6:36 a.m. PST

D6 (The original Star Wars RPG) is still around. It's a good light system, well proven over time.

link

Martin Rapier19 Aug 2009 7:35 a.m. PST

I found ME to primarily be a combat game. I'd have thought one of the Star Wars RPGs would do a decent job, particularly as you need some sort of of magic sysem to model biotic/tech abilities.

lugal hdan19 Aug 2009 9:42 a.m. PST

Traveller is an obvious choice. It's as crunchy as you want it to be and ripe for modification. Just replace Jump Drives with Mass Relays, etc. Psionics can be used almost as-is for biotics, and a little imagination will take you the rest of the way there.

Traveller's stat blocks are EXTREMELY compact, and you can describe an entire character on a 3x5 index card, or 3 lines of text for an NPC. For example, an average merchant captain could be something like:

777777 Marcos Enlil, Merchant Captain, 4 Terms
Astrogation-1, Pilot-1, Broker-2, Admin-1
Type A1 Free Trader "One Man's Treasure", Cr 1000

There are books full of character archetypes and online utilities to generate random characters.

BESM (Big Eyes, Small Mouth) is a surprisingly good fit for a scifi game if you want to avoid too much detail, but it's not very "crunchy".

Warrenss219 Aug 2009 2:14 p.m. PST

I'd second Mythic, particularly the Game Master Emulator (GME) as many wargamers who use Mythic use only this book ($9 download as I recall) – Down to $6.95 USD at RPGNow.

lugal hdan19 Aug 2009 3:29 p.m. PST

Mythic will give you neither Crunch nor Structure. In fact, it's kind of the opposite of that.

HOWEVER, Mythic introduces some very interesting techniques for running a game either solo or with minimal referee preparation. In fact, using Mythic as the "metagame" engine to generate the plot and action, while using some other rule set to resolve combat and actions could be very successful.

In any case, Mythic is worth having for any GM's toolbox – you can use the "GM Emulator" part to flesh out the parts of a campaign that aren't critical to your main plot, if you have one. That's one of the cool things about the Mythic system – it's almost more of a state of mind than a rule set, and it's incredibly adaptable.

It's well worth the price!

Turtle19 Aug 2009 6:37 p.m. PST

Nice Mythic stroking, but so far none of you have actually given me anything more concrete on what Mythic is or does, especially since the claims made about it are big. Not very helpful at all.

lugal hdan19 Aug 2009 8:21 p.m. PST

It's been a few months since I looked at Mythic, so I might have a few details wrong, but:

The central mechanism in Mythic is this: you "ask a question" (such as "Are there any guards?") and decide a likelihood level, either chosen by the GM (if there is one) or voted on by the players. You then cross-ref this likelihood with a number that represents how out-of-control the current situation is, roll a percentage check, and that gives you a range of results from "no way" to "definitely yes". You interpret this result in the context of your question, then move on to the next event.

In addition to this "decider" table, you have some tables that work together to generate random events.

Now in and of themselves, these tables would merely be useful tools, but Mythic's game structure wraps them up in a Scene-based system that guides you from one (for lack of a better term) scene to the next.

Mythic does have a combat system and such, but the central decision making system is designed to stand alone if you wish.

lugal hdan19 Aug 2009 8:21 p.m. PST

And I still think you should use Traveller. :)

Martin Rapier20 Aug 2009 2:36 a.m. PST

Yes, Traveller is a good solid choice.

Warrenss220 Aug 2009 5:09 p.m. PST

I'm looking for a system with an emphasis on speed and that more freeform play – and – I would like some crunch and structure to the game.

This is kinda like having the cake & icing too. I mean if you want speed & more freeform you're going to be looking and a set of rules that are loose & fast & lite. If you want more crunch & structure you're going to be looking at rules that have more rules & details & explanations & charts… all of which slow a game down. Not to mention all the excessive paper work and other prep time in creating and running an adventure.

I'm not sure you can have both. I think Savage Worlds is about as close to the middle road as you can get. Mythic is more lite & Traveller is more crunchy. All 3 of the mention are great games in their own right… just in different areas of the gaming spectrum.

Turtle20 Aug 2009 7:46 p.m. PST

Yeah, you're right. Guess I'll just have to make a decision and I'm deciding on the crunch and structure so I have more leeway to include a lot of the detailed equipment, gear, skills, etc, into the mix. Mass Effect has stuff like shield points that regenerate on top of health points.

I'll be picking up the mythic GM book thingy just to help with quickly fleshing out missions, I don't think I'll be using it for the game itself, but it will definitely help speed up making new missions.

Sadly, I don't really like traveller's system despite liking how it handles space travel and the like.

What I will be doing is mod whatever system I choose is to add in some SW rules that speed things up, such as Grunts/Mook/Redshirt style enemies and allies that have lower stats, no HP, just an up, stunned, or dead, and letting players control their allies.

Do you guys have any more thoughts about the D6 system? I remember the D6 system was fun and straightforward from way back playing Star Wars. The preview doesn't give that much but it looks reasonable. Not sure about the 1 in 6 chance of a critical failure with the wild die though.

What about silhouette? I've skimmed through a copy of the silhouette core book, but haven't done any actual play.

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